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- Jun 6, 2014
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that's because visual state effects start the animations as soon as battle starts.Ahh, I didn't even try to attack without it, but the Visual State Effects crash happens before even reaching the battle screen.
so really, it is more because an animation was used in battle than plugin compatibility.
And @Dread_Nyanak I found the problem!
The plugin itself is compressed so it is hard to see in it, but on the webpack/srcfolder, in the animations.js file, I can see that you check if the map has the mv3d disabled... but not if it is a battle. meaning that unless the mv3d is disabled in that map it'll try to do things it'd do in the 3d map in the battle too, fail and give an error.
In line 65, function Sprite_Base.prototype.startAnimation, I'd suggest changing "if(mv3d.mapDisabled){ return; }" to "if($gameParty.inBattle() || mv3d.mapDisabled){ return; }"
In line 73, function Sprite_Animation.prototype.updateFlashScreen, to change "if(!mv3d.mapDisabled){" to "if(!$gameParty.inBattle() && !mv3d.mapDisabled){"
And in line 82, function Sprite_Base.prototype.updateAnimationSprites, to change "if(mv3d.mapDisabled||!this._animationSprites.length){ return; }" to "if($gameParty.inBattle() || mv3d.mapDisabled||!this._animationSprites.length){ return; }"
...
ok, so all my changes are just to change the three places related to animations I found that check if the map has 3d disabled to check if the party is in battle first.
Still think it should fix the problem.